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Everything posted by Solver
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To clarify a bit. I work on the Community Edition. This means I'm in an almost unique position to fix freeze or crash bugs, and to do many other things that modders cannot, and there is in any case a near-infinite list of such fixes to be made. So for me, the textual descriptions are entirely out of scope, even though it would certainly be great if those things were fixed, and I greatly appreciate it when mods such as X-Div put in the effort to make their textual descriptions accurate and useful.
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That should only be on X:CE at this time, with version 1.65 displaying the feed correctly. The forums have recently been switched to full HTTPS-only traffic (a modern, much more secure way of having a website operate), which causes problems for the very simplistic launcher. I will soon be updating X:CE with some bug fixes anyway, at which time I'll do something about its news feed.
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You do lose the equipment of soldiers who get killed in particularly violent ways, such as powerful explosions or becoming a Reaper snack.
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Hidden movement freeze+ Ironman = Game Over?!
Solver replied to A_F's topic in Xenonauts Bug Reports / Troubleshooting
Yes, obviously. -
Hidden movement freeze+ Ironman = Game Over?!
Solver replied to A_F's topic in Xenonauts Bug Reports / Troubleshooting
Would be even better if you talked to me on Steam, I have things to say -
They're okay, not great though. I like using a Hunter car in the beginning because it's fast and reasonably durable. It can scout ahead, it can often survive a shot (at a time when your soldiers cannot), and it's cheap to replace. In order to get more tactical mileage out of them, I prefer to use the rocket launcher version, that gives me an option to use the car as a cover/building destruction unit. Vehicles can definitely do that. I've lost soldiers who were taking cover behind a scout car. That said, I feel vehicles aren't good enough once you become comfortable with the game's tactical combat. Two soldiers can accomplish more than a vehicle. Because of this, the major mods like X-Div or X-Pack include a vehicle rework. If playing without big mods, I like the Armoured Assault mod by kabill, which is a slight buff to the vehicles and makes them a more interesting tactical option. With AA, the Hunter car is always going to be faster than your soldiers, and also a bit tougher, definitely not going down in 1 shot versus early-game aliens.
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Next update of X:CE. The fixed save file works fine as you mentioned, so you can safely continue playing.
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[BUG] Airplane transfer make clone a planes
Solver replied to NiKuTa's topic in Xenonauts Bug Reports / Troubleshooting
See the linked X:CE thread. -
So I am not sure what happened, but I hacked together a fix for loading such saves. In the future saves with this problem should be fixed upon loading, removing the problematic "cloned" planes.
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I don't know how this happened. Something went wrong with the airplane transfer, causing the original base to also retain a link to the plane. Possibly something else happening with hangars or planes while the airplane was in transfer - I cannot say without a save file from before the problem happens. Any chance you bought a plane while it was in transfer? There's no save editor for Xenonauts.
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Try this. clones.sav
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Yeah... problematic also a lot of mods in this save - Furies, Instant grenades, etc. That means I cannot really fix the save manually. The plane is actually in the Philippines base, the two copies in Egypt are wrong. Have you got a hex editor?
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You probably don't have a save from before the transfer, right?
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This should no longer happen. How did you first "clone" the plane? From which base to which? I do see multiple Condor-5 planes but cannot really tell from the save how this happened.
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Hidden movement freeze+ Ironman = Game Over?!
Solver replied to A_F's topic in Xenonauts Bug Reports / Troubleshooting
Thank you everyone, I've implemented a workaround for this particular problem. This is an ultra-rare bug as far as I'm aware, but a freeze should no longer happen if a map gets bugged like this. -
Best ways to deal with enemy reaction fire?
Solver replied to A_F's topic in X:CE General Discussion
Smoke first, if using smoke. If a heavy machine gun is present, let it fire first to suppress. If Androns, you'll just have to risk it, with smoke preferably. I think assaulting a room with one entrance that's guarded by Androns is the most difficult situation in the game. Smoke works. Note that it's the smoke that decreases accuracy anyway, spotters or not. Also, if your guys are deeper in smoke, it's even better. Yeah, Androns will be much easier to deal with when you have EMP grenades. Vehicles are indeed not so great in bases, and they're especially bad in some base layouts. On the other hand, soldiers loaded with rockets work wondefully in alien bases. Rocket launchers have a huge range and significant area damage - you can soften up a room by firing a couple of rockets into it. Enjoy the challenge once it lasts, really. Alien bases are difficult. Dark, strong alien crews, a lot of vision obstruction, tight corners. Once you're comfortable taking on alien bases, there's not too much challenge left in the base game. -
Hidden movement freeze+ Ironman = Game Over?!
Solver replied to A_F's topic in Xenonauts Bug Reports / Troubleshooting
They definitely do not get shot more. X:CE includes a few optional balance changes in the xcebalance mod, there's absolutely nothing as dramatic as higher alien accuracy. Though the AI may act more intelligently in some situations. -
Hidden movement freeze+ Ironman = Game Over?!
Solver replied to A_F's topic in Xenonauts Bug Reports / Troubleshooting
Submaps do not get combined just randomly, there are checks to prevent this kind of stuff. -
Hidden movement freeze+ Ironman = Game Over?!
Solver replied to A_F's topic in Xenonauts Bug Reports / Troubleshooting
Not as far as I know. It's one of the explicit checks in submap generation, that there should always be a space between a door and any wall. Really no idea how this happened I can of course come up with a backup fix that prevents the game from freezing should this somehow happen again. A weird door would be a minor bug by itself, it's the freeze that is problematic. -
Hidden movement freeze+ Ironman = Game Over?!
Solver replied to A_F's topic in Xenonauts Bug Reports / Troubleshooting
Yeah that save also freezes in Community Edition, to my surprise. It's not difficult to manually unfreeze though. -
Hidden movement freeze+ Ironman = Game Over?!
Solver replied to A_F's topic in Xenonauts Bug Reports / Troubleshooting
Or rather, the map itself was bugged, causing this. See something strange in that shack? The door opens into a wall. The door is originally closed in the save, and there's an alien on the outside side of the wall. He wants to run into the shack and then gets stuck at the door. Tries to open the door as usual but fails because somehow there's also a wall in the same tile. I have no idea how that happened in the first place. -
Hidden movement freeze+ Ironman = Game Over?!
Solver replied to A_F's topic in Xenonauts Bug Reports / Troubleshooting
I just loaded up your original save - I'm impressed, it's a new freeze I hadn't seen before. And you got it just after buying the game? -
Hidden movement freeze+ Ironman = Game Over?!
Solver replied to A_F's topic in Xenonauts Bug Reports / Troubleshooting
If you discover a combat hang in X:CE, definitely report it. I'm quite sure I have fixed most of them though. -
Hidden movement freeze+ Ironman = Game Over?!
Solver replied to A_F's topic in Xenonauts Bug Reports / Troubleshooting
You're on Steam, right? Just switch branches - right-click the game in your Steam library, choose Properties, go to the Betas tab and choose "community" there (no password needed). That will give you the best installation of X:CE, which also updates automatically. I think that's the best starting point.